Noble Pursuit: The Secret Ingredients Quest

We’ve said it before, we’ll say it again (and likely won’t remember having done so):  Breath of the Wild is enthralling in its wealth of methods of play, neat tricks to learn, undiscovered areas to stumble upon.  Your game won’t be the same as ours.  Ours won’t be the same as ours, in fact, in a subsequent playthrough.  You can go this way or that way at the crossroads.  You can climb that mountain – or not.  You can visit this Great Fairy first, free that Divine Beast last.  It’s all up to you.

The game offers plenty of in-game advice, whether it’s directions from Impa or a scolding from some other NPC; even the helpful tips that fill the screen whenever you save are worth reading.  But still.  It’s all up to you. 

As we explored Hyrule, we discovered things we thought no one else had noticed before, only to find a video or a post in which another player had chronicled our “discovery”. . . three years earlier.  

Nevertheless, we delighted even when we learned from some other, earlier gamer about “one weird trick,” not to be confused with those dreadful memes involving displeased dentists and dermatologists who don’t want you to know that a housewife in Kansas has apparently discovered something that will make their professions obsolete. 

Like the fact that you can ride the bears in Hyrule?  Who in the programming department at Nintendo came up with that?  Or – we saw this on Twitter just the other day – if you want to even up the fruit on a tree to find a Korok, you can stasis the fruit you need to stay put, then chop down the tree before the stasis wears off.  Sigh.  We can but admire.

Then there are the so-called glitches that (mostly younger) gamers come up with, whether it’s to avoid something frustrating like tiptoeing through the Yiga Clan Hideout or to get the Giant Ancient Core at Mirro Shaz shrine without having to do it the “right” way.  These glitches amaze us.  The ingenuity and dexterity involved!  (Regrettably, we found that the precise timing of shield-surfing through a wall while executing a perfect flurry rush on a Moblin was, shall we say, just outside our skill level.  Only just.)  But as amazed as we are with these tidbits discovered by others, we also wanted to find our own.

And then one day, we did.

Now, we don’t know definitively that we’re the first.  With so many players, over so many years, and not everyone advertising their exploits on the ‘net, how to tell?  But this we do know:  After our breakthrough, Demelza searched the interwebs far and wide to see if someone else, anywhere, had already found it.  But the hunt came up empty. 

As far as we can tell, we’re the first to discover the recipe for the Noble Pursuit cocktail.

(Simmer down, folks, we’re not talking about the tropical-juice mocktail in Age of Calamity, but rather the Real Thing, from Breath of the Wild.)

Experienced BOTW players will be familiar with the Perfect Drink and Noble Pursuit Quest, which involves the canteen in Gerudo Town and the Misae Suma Shrine.  As a refresher:  you meet Pokki at the shrine, who sends you back to Gerudo, where Furosa sends you on a quest for a block of ice, required for a specialty drink apparently to end all specialty drinks.  You secure the ice, complete the quest, AND YET YOU NEVER LEARN WHAT GOES INTO THE COCKTAIL BESIDES ICE.

Because of our, erm, interest in the appropriate cocktail pairings with BOTW play, we wanted to know what went into Hyrule’s Perfect Drink! 

Of course Demelza found recipes on the Internet for Noble Pursuits suitable for humans (that is, not Hyruleans) and offers a couple here by way of example: Here’s the first and here’s the second.  (This would be a good time for a shameless plug of our own cocktail recipes page.)  But we wanted to know what Furosa was drinking!  What mix of herbs, animal parts, or ancient metallic detritus was she stirring up behind the canteen bar?!

Well, there is a recipe – and like so many game-advancing devices in BOTW, you find it by reading a secret diary.  But you must go through two (2) secret steps to get there.

Secret Step 1:  While you are chatting with Furosa, she (rather rudely) answers Link’s (rather innocent) question about milk.  Ordinarily, that automatic dialogue ends with her terseness.  However, if you are holding a bottle of Fresh Milk from the East Wind in Hateno Village, Furosa confides that, in addition to ice, the Noble Pursuit cocktail requires the “bitters” of Naydra’s Tears.  Her statement opens a quest to find the dragon Naydra at the East Lanayru Gate and paraglide onto her back.  AT NO OTHER TIME CAN YOU RIDE NAYDRA OR ANY OTHER DRAGON, unless this quest is open.  But, if you visit Naydra after the exchange with Furosa, you can land on the dragon’s back and it will “drop” tears, which you collect just like scales, fangs, or horns.  Take the tears back to Furosa. Furosa will be excited, and will gladly accept your tears, but she’ll still be cagey about her recipe, doing little more than insulting Link some more and mumbling about the tallest green bottle on the shelf behind her bar.  It’s a hidden clue!

Secret Step 2:  Shoot the tallest green bar with an arrow, and a diary will fall from its hiding place to the bar.   With the listed ingredients you can then mix a Noble Pursuit in a cooking pot.  (Pro Tip:  Even if you can’t get the tears by flying atop Naydra, you can still shoot the tallest green bottle and open the diary, but you won’t be able to make the drink without the tears.)

Enjoy the secret quest!  And, if you can’t make it work, you can find a list of the diary’s secret ingredients here.  You’ll still have to go through the steps of collecting them, though, so don’t think you can cheat this Easter Egg altogether!


Lurelin Village: Faron’s Gem by the Sea

Bored with the workaday life of exploring Hyrule?  Villages like Kakariko and Hateno not holding the same interest they once did?  Exhausted from opening shrines and fighting Guardian Scouts?

Lurelin Village awaits!

Nestled along the coast in the Faron Region, Lurelin offers sandy beaches, palm trees, a high-quality inn, and unique experiences to choose from.  Stroll the beach and pick up nutritious crabs and exotic snails.  Pluck bananas from the nearby jungle.  Learn to sail a raft.  There’s even a casino!  And if romance is what you’re seeking, nearby Tuft Mountain offers views of a glistening, heart-shaped alpine lake, with its own tale of love lost and regained. 

The weary traveler – or hero in need of a minibreak from questing – will find the way to Lurelin Village by first traveling to the top of the cliffs overlooking the sea, just southeast of Hateno.  You’re seeking the Muwo Jeem Shrine, high atop these cliffs in an area that should be visible on your map.  (Early in the game, only half these cliffs are revealed, adding a spicy thrill of adventure to finding Lurelin in an exotic area of the map as-yet-unrevealed – if you haven’t opened the Faron Tower, that is.)  Simply set your Sheikah Slate to find the shrine, which glows a mysterious but welcoming orange against the sapphire-blue sky.  Make your way there, look over the cliffs to the south…and get ready for fun.

Zelder Tip #1:  Before you head down to Lurelin, you’ll want to make yourself a Mai Tai from the Zelda Elders menu.  You’re headed to tiki country, so embrace the lifestyle! Attire is casual in Lurelin, as there’s little to trouble you.  Cast off your armor and go for a warm dunk in the coastal waters.

Drink in hand, take a leap of faith.  Parasail from the cliffs out toward the sea, tacking slightly to the right as you descend.  Lurelin Village lies at the base of the cliffs, and you’ll see the glow of Yah Rin Shrine just outside of town.  (Zelder Tip #2:  Open this travel point for speedier visits in the future, when you need the kind of break only Lurelin offers.)  The expert traveler might even catch sight of a ring of lily pads while sailing over a pond; drop in for a Korok seed reward and then continue to the village.

Once you’ve landed in the quaint environs of Lurelin proper, the entire resort town is yours to explore.  There’s even roast porgy free for the taking – this place is so welcoming they leave exquisitely prepared food lying about on the beach!  You’ll also want to engage in activities such as crawling around under buildings looking for delicious foodstuffs and the occasional weapon. Make yourself at home – the owners of this friendly collective community don’t mind at all – and get your cardio in at the same time!

Throughout your visit, be sure to talk to everyone.  There are quests to be opened and things to learn about the area.  If you’re weary, a soft bed awaits you at the Lurelin Village Inn; it’s your home away from home.

Link at the Lurelin Village Inn.

(Editor’s Note: This blog was made possible in part by a generous grant from the Lurelin Village Convention & Visitors Bureau.  No crabs were harmed in the making of this blog.  The same cannot be said for Mai Tais.)

Stranger, Danger

As with previous games in the Zelda franchise, BOTW’s Hyrule is populated with plenty of chatty Cathy types in the form of Non-Player Characters, or NPCs.   Indeed, with few exceptions, if you see someone, they’ll want to say something.  

Often, the character in question will have advice to offer, a clue to move Link’s journey forward (if he isn’t reading our blog, that is), or a fine point – okay a rather dull point – to make about Hyrulean history.  Especially the Great Calamity, about which they like to go on at length. 

At other times, prepare to be chided for (a) abandoning Mipha, the princess Zelda, or some other alleged damsel in distress (although that Urbosa lady has plenty of fury); (b) sleeping through and thus forgetting the last 100 years; or (c) not moving fast enough to save the kingdom.  Itzal the Impatient has a history of hitting A incessantly to move through these conversation screens, once resulting in his agreeing to exchange a prized energetic rhino beetle to Beedle, which garnered him grand recriminations from Demelza, who had been jealously hoarding said energetic insect. (Itzal contends it was worth it to avoid another boring story.)

Triggering quests

And occasionally, you’ll see an NPC with an exclamation point hovering in a red circle over their head.  Zelder Tip (which if we’re being honest took us one full game and a quarter of the next to figure out):  you want to talk to that person.  The red circle indicates a quest in want of triggering.  

Red circles indicate a quest (in this case, Misko’s Treasure).

Sometimes the quests are silly but fun, a pleasant break from freeing the Divine Beasts, fending off Guardians, and engaging in battle to earn Moblin guts or Lynel hooves.  They may garner you a gift or some rupees. And sometimes they’re more important missions, potentially leading to greater treasure or shrines.

So talk to the kids running around the village.  Have a heart-to-heart with the town elders.  Engage with surly shopkeepers, housewives, and lovesick swains. Eavesdrop if necessary; because oddly enough, not everyone wants to talk to Link.  (He could say the same, if he spoke, that is.) 

Outside of towns and villages, there are other NPCs to talk to, such as traveling tradespeople or accordion-playing minstrels. You’ll get your fill of social interaction, to be sure.  And handily enough, despite the number of new friends you make, you’ll never experience the faux pas of forgetting their names; those are displayed over the heads when you get close enough to speak.

Travelers, beware!

But.  There is an exception. 

Listen to your inner introvert if you see a stranger loitering outside the town environs or out on the road, with his head averted, not making eye contact.  If the NPC does not have a Hyrulish name hovering about the head, one of those names that wreaks havoc with auto-correct, approach cautiously or skirt entirely.  If you see only “Traveler” floating above the character, remember the admonition, “Stranger, Danger!”  

These are members of the Yiga clan, and when you engage them in conversation, they will attack you – usually with an accompanying rude comment such as “prepare to die, hero scum!” 

This traveler needs a staycation.

The Yiga are easier to dispatch when you’ve got some upgraded armor and weaponry – and when they no longer have the element of surprise.  Indeed, you may want to challenge them in hopes of earning a duplex bow or vicious sickle, although mighty bananas are equally likely.  However, early in the game, even a lowly Yiga foot soldier will make mincemeat of you.  

(Itzal wishes to dispute this characterization of mincemeat.  Demelza counters with a reminder that Itzal still assiduously gives an exaggerated wide berth to the Traveler outside Kakariko Village, ever since said Traveler whupped Link’s behind in about ten seconds flat.  Itzal offers to hand over the controller.  And, scene.)

Climb Ev’ry Mountain

Link begins the game with a single green wheel of stamina, which is depleted by running, swimming, flying, charging an attack, soothing a horse – just about anything that requires effort.  The most common activity where you’ll find yourself nervously watching your stamina is climbing.  There are towers to be climbed, trees and spires, and most particularly, hills and mountains.

If you’re like Itzal, you’re impatient, so you want to hit the “jump” button to climb faster.  You may even believe that preserving stamina is like swimming underwater and holding your breath; just swim faster and you’ll go further on a single gulp of air. You would be mistaken in that belief.  Jumping while climbing will move Link upwards more quickly, but it will drain his stamina at a correspondingly fast rate.  When you have only a single stamina wheel, you must seek out less steep paths to a hilltop, climb slowly, and look for ledges to rest on.  And climbing in the rain?  Fughetaboutit.

If only you could climb faster without depleting your stamina at a faster rate.

As it happens, there’s an armor for that.

Any piece of the Climbing armor (there are three pieces in the set) provides some assistance with climbing, so getting all three is an obvious early objective.  What’s more, when each piece is upgraded at least twice, the resulting set bonus reduces the stamina used when jumping during a climb.  Link will be able to get to the top without running out of stamina (well, in most cases), and to do so at a quicker pace. (Editor’s Note:  upgrading armor for set bonuses is something you do with the Great Fairies, and something Itzal the Impatient does not understand, so you’ll have to read up on it.)

The set cannot be purchased; it must be earned in three separate shrines. Although you may do the requisite shrines in any order, one is more difficult, so we recommend the following sequence:

It’s quite possible you passed Ree Dahee shrine in the initial rush to leave the Great Plateau en route to Kakariko Village.  Ree Dahee is located to the east and just slightly south of Dueling Peaks tower.   In this shrine, you’ll use Magnesis, among other tools, to reach a treasure chest on a ledge.  The chest contains the first piece of the Climbing set:  the Climber’s Bandana.

Tahno O’ah is a blessing shrine, which is Zelda code for “If you’ve finally managed to get into this place, we’re not going to torture you further by requiring you to fight a Guardian, use stupid Stasis on a rock, or solve a maddening puzzle to get your spirit orb.” In the case of Tahno O’ah, you’ll have to complete the Secret of the Cedars quest, which is in turn activated by speaking to Clavia near the Hateno dye shop.  She’ll give you a perfectly obscure clue to get you started. Oh!  Remember to cook a cold resistant meal or potion; you’ll want that along with your Warm Doublet.  Then, exceedingly important: Don’t forget to open the chest in the shrine to receive the Climber’s Boots.

Last – and most assuredly least, if we’re considering the frustration level – is Chaas Qeta, which is located on an island southeast of Hateno Tech Lab.  There aren’t any rafts nearby to reach the island (although there’s one there to get you back), so you’ll have to paraglide across the ocean.  If you’re tackling this shrine early in the game, you’ll likely have limited stamina; either eat a stamina meal or get an elevated head start, say from atop Cape Cales, before flying over. Or do both. (As noted above, paragliding, like climbing, is a big stamina suck.) Chaas Qeta shrine offers Link a “Major Test of Strength” in the form of a Guardian Scout IV.  This guy has 3000, count ’em, 3000 health points, and he’s heavily armed, but if – uh, when you defeat him, you’ll get to claim his dropped weaponry as spoils. What’s more, after the GS-IV’s ignominious defeat at Link’s hands, access is cleared to a treasure chest containing the Climbing Gear.  (We’d argue that every piece in this set is some form of gear, however – gear is what Nintendo calls the shirt or bodywear part of the climbing set.)

Link in full Climbing armor, ready for a Pisco Sour.

All three Climbing pieces enable Link to climb faster, but the set bonus is where the real rewards lie.  Get to work collecting keese wings, electric keese wings, rushrooms, and hightail lizards – you’re gonna need ’em to feed the Great Fairy to get your upgrades.

And for all your hard work, what’s your liquid reward?  We’d suggest a tart and bracing Pisco Sour.  For the uninitiated, Pisco is a type of brandy produced in certain regions of Peru and Chile. Given the Andes Mountains’ stretch in both those countries, we find the Pisco Sour utterly appropriate to mark your future adventures in full Climbing Gear. Enjoy the, er, elevation!

Cucco for Kakariko

When one isn’t adventuring in the wilds, the residential outposts of Hyrule – whether a village, a stable, or even the sheltering branches of a giant tree – offer a respite from the constant danger and anxiety brought on by enemies and, all too often, the elements as well. There’s shopping for clothing and groceries to be done, talking to the denizens to enter into side quests, cookpots to make Link’s dinner, and welcoming inns to restore one’s health and pass the time (check-out time can be morning, afternoon, or even night). 

The first settlement you’ll likely enter is Kakariko Village.  We say likely, although it’s all but certain unless you’ve taken a side trip to Hateno before, or you’re a freak of gaming nature who treks to the Yiga Clan Hideout instead.  In the latter case, we’ll see you on the other side, and we’ll thank you not to make fun of us en route.

As you’ll know by now, Kakariko is home to Impa, the Sheikah elder who sets Link on various tasks and crusades. 

Pikango the traveling painter is also found here, and he guides Link to Great Fairy Cotera’s home. Completion of Pikango’s Find the Fairy Fountain side quest is one part of a triad that unlocks the Lakna Rohee shrine, the second shrine near Kakariko Village. 

To access Lakna Rohee, Link must also return a flock of missing cuccos (Hyrulean for chickens) in the Flown the Coop side quest. This mission is triggered by talking to Cado, who is a guard at Impa’s house.  He takes his lunch hour at a cucco coop, bemoaning the loss of his beloved birds, which to anyone else are annoying in the extreme.  

Zelder Tip:  We experienced a lag from the time of our return of the final cucco to Cado’s recognition of that fact.  If you’re certain you’ve returned all the missing birds, don’t run around Kakariko with your Sheikah sensor set to cucco; it will only return you to the coop.  (Not that we did this.) (We surely did this.) Wait a bit, and then chat up Cado again to complete the quest. 

The last of the triad is By Firefly’s Light. Talk to Lasli in her house sometime after 10 pm.  Really, just walk on in; no one locks their house in Hyrule.  She’ll be very sad about the dearth of fireflies in her life. Well, aren’t we all. You can collect them with relative ease, however. Once you’ve released five of them in Lasli’s house, check that quest off your list. 

After the three mini-quests are complete, report in to our old friend Impa.  (This is the sort of situation in which Itzal is prone to exclaim, “Who figures these things out without help? Who would know to go back to her?” It’s not that Impa won’t give you directions – she’s quite good at dispensing advice – it’s the knowing to visit her after you’ve gathered fireflies and chickens that is head-scratching.)

We found this next section awkward at best, and honestly kind of disturbing.  Impa wants you to spend the night watching over her granddaughter, Paya, who’s nervous over the theft of a treasured heirloom.  (Cue the recurring theme: people in Hyrule are always losing precious belongings. Begs the question of whether they mightn’t be more vigilant.)  Paya is apparently also crushing on Link, but at the same time, she’s unnerved about his presence in her bedchamber.  (We’re rather more concerned about grandma’s insistence that Link stay the night.)  Nonetheless, awkward moments aside, Link must do so.

The next step in the Stolen Heirloom quest involves Link sneaking around behind another Kakariko citizen, a poor chap named Dorian – no relation to Mr. Gray of the same name – whose wife was murdered by a member of the Yiga clan, although one of his young daughters is in denial about that (enabled by Dorian’s inability to tell her the truth), while the other one cooks to forget her grief.  Somehow, this subplot is one of the saddest and creepiest in BOTW.

Anyhow.  With Link tiptoeing along behind, Dorian will lead him to the future site of the Lakna Rohee blessing shrine.  It’s a blessing! The only thing our hero must do first is defeat a Yiga Blademaster.  Argh.  (Itzal shouts, “Who does all the fighting?!”)

Perhaps some shopping in Kakariko instead? There’s High Spirits Produce, where Link can fill his pantry with Bokoblin guts, swift carrots, bird eggs, and butter.  Now there’s a combination we’d hate to see in a dish.  Who is in charge of inventory at this shop? 

There’s also an arrow store in Kakariko, called the Curious Quiver, which sounds sort of Harry Potterish to us.  Here you can find ordinary arrows and fire arrows.  No wizards in evidence, however.

And finally, there’s a clothing store, prettily named Enchanted, where Link may purchase the Hylian set of armor – relatively cheap and easy to upgrade, but no set bonus – or the Sheikah set, which provides Link with a stealth buff.  When all three Sheikah pieces have been upgraded twice, Link has the ability not only to be sneaky but also to run faster at night.  It’ll cost you dear, however:  1800 rupees for the set, then materials for the upgrades.  That’s a lot of restless crickets gathered and sold.

Maybe that Yiga Blademaster is looking easier, after all. 

Link’s Closet: Dressing for Success

In Breath of the Wild, clothes absolutely maketh the man.  As such, you may find yourself changing your shoes more often than Carrie Bradshaw. 

Our hero’s attire – called armor, even when merely an old shirt and well-worn trousers – consists of three categories: headgear, bodywear, and leg or footwear. Headgear includes helms, jewelry, bandanas, hoods, scarves, and the like.  Body armor may be a shirt or tunic or something that actually resembles what we’d call armor, although it’s typically – shall we say – flashier than anything hanging in the Tower of London or the Terracotta Soldiers museum.  Finally, Link’s lower half may be clad in tights, greaves, or boots. 

Link may wear only one piece from each category at a time.  Thus, you can’t wear tights with your boots or a circlet with your hood.

And other than protecting Link’s modesty, of what benefit is the armor?  The first is obvious from the name:  it protects our hero from damage.  There’s a rating attached to each piece that denotes the level of protection, from the nearly why-bother Old Shirt’s rating of 1 to the far more impressive 32 of a fully-upgraded Champion’s Tunic.  (It must be noted here that Itzal, never understanding ratings and bonuses, has dozed off.)

Second, specific armors provide specific benefits such as extra protection from cold, heat, or lightning strikes; the ability to swim or climb faster; stealth; or facility walking in snow and sand.

Third, because Itzal has to wake up to play the game, some of the armor sets are just better looking than others.  Somedays, a hero just wants to put on his top hat, tails, and spats and spend a night on the town!  (Note:  sadly, there are no armor sets consisting of top hats, tails, and spats; don’t go looking.)

“I’m down for that!” you exclaim, having already drowned once or twice and shivered in the snow, or having always wished you’d walk the catwalk at Fashion Week. “Where can I get armor?”

Like most things in Hyrule and in life, armor can be found, earned, or bought.  At least a couple of pieces, such as the Flamebreaker body armor, can be both earned and bought.  And some, like the Snowquill set, may only be bought.  But armor doesn’t come cheap, and it isn’t easy to access the requisite shops until you’ve opened a good deal of the map.  For example, we’d love to have had the Ancient Armor set from the get-go, but that requires lots of rupees – no less than six thousand! – as well as ancient parts.  Moreover, you first have to get to the Akkala Ancient Tech Lab and light its furnace, a not insignificant task.

Link poses in his Champion's Tunic

Early in the game, however, Link can earn the Champion’s Tunic from Impa.  In addition to a base defense rating of 5 – quite a step up from the Old Shirt – the Champion’s Tunic provides another fabulous benefit:  it enables you to see the “health points” of an enemy, even one behind a wall or under the water.  

That, in turn, alerts you to an enemy presence you might otherwise not notice, allowing you to make an informed decision of whether to run away (1500 health points? Live to fight another day, if you’re still at the four-heart stage of the game!) or to fight (12 health points? Piffle!).  It’s also encouraging to see a monster’s health points going down when you’re slashing and thrashing.

Other armor sets readily available for early purchase:

The Hylian set, which has a low defense rating and no set bonus, but costs only modest rupees, available at the Hateno Village shop.

The Soldier’s set, which has no set bonus but a high defense rating, available at a moderate price at the Hateno shop.

The Sheikah set, which has a low defense rating but increases stealth and offers a set bonus of night speed, available at the Kakariko Village shop for a higher price tag.

Among the armor sets that must be earned are the Climbing Set (highly recommended!), the Rubber Set, and the Barbarian ensemble (which is not a four-piece orchestra appearing nightly in Ganon’s Lair at Hyrule Castle).  We won’t go into those now, but stay tuned. 

Some Final Points

Clever Reader, or already-Clever Gamer, will have picked up on the set bonus references above.  As we know from a visit to My First Fairy, armor (which Cotera adorably calls “clothes,”) can be enhanced.  For a price, of course.  The price may be monster guts or herbs or diamonds or pieces of falling stars.  She’s eclectic in her pricing. 

And remember, the Great Fairy would also like you to wake up her sisters, of which she has three.  When you do, she (or her sisters) will further upgrade your armor.  When all three pieces of an armor set have been upgraded twice, the set may offer a “bonus” when the full set is worn.  For example, a twice-upgraded Sheikah set, in addition to providing additional stealth, enables Link to run faster a night.  The Climbing set’s bonus is faster climbing without draining one’s stamina as quickly.  And so on.  Each piece of armor can be upgraded as many times as you have awakened Fairies – that is, four times in total.

Although you are otherwise free to mix and match, you must wear all three pieces to generate a set bonus, and not all armor has a bonus. Also, don’t waste resources upgrading past the second level unless you know you’re going to wear a set later; you don’t want expensive shoes gathering dust in the closet. (In a role-playing pivot, Izal likes to harp on Demelza for the purchase and upgrading of the Radiant Set, which she wanted because it looked slimming, but he never wore because it looked uncomfortable, like bike shorts and a too-tight tank top required for gym class, but we digress.)

Most but not all armor can be dyed at the Kochi Dye Shop in Hateno, and you can buy special-effect jewelry in Gerudo Town. One piece, the Diamond Circlet, is also awarded for bravery and valor in a shrine to be named later; don’t spend your rupees on it.

Zelder Tip: Don’t pay for the Ancient Headgear if you have any one of the Divine Helms, courtesy of the Four Champions’ Amiibos; you’ll get the Ancient set bonus with a Divine Helm without having to fork over 2000  rupees, plus you get a special effect from the Helm itself.  On the other hand, all the Divine Helms are kind of ugly.

We’ll delve more deeply into certain armor sets later.  But right now, we’re going to go rearrange our closets.